diff --git a/Shaders/HDR/atmos_aerial_perspective.frag b/Shaders/HDR/atmos_aerial_perspective.frag index 00009f3af..d274af5c3 100644 --- a/Shaders/HDR/atmos_aerial_perspective.frag +++ b/Shaders/HDR/atmos_aerial_perspective.frag @@ -23,6 +23,7 @@ uniform vec3 fg_SunDirectionWorld; const float AP_SLICE_COUNT = 32.0; const float AP_MAX_DEPTH = 128000.0; + const int AERIAL_PERSPECTIVE_STEPS = 20; // pos_from_depth.glsl diff --git a/Shaders/HDR/model_pbr_transparent.frag b/Shaders/HDR/model_pbr_transparent.frag index 62164ad00..ba83eb427 100644 --- a/Shaders/HDR/model_pbr_transparent.frag +++ b/Shaders/HDR/model_pbr_transparent.frag @@ -54,5 +54,5 @@ void main() base_color.rgb, metallic, roughness, occlusion, vP, N, V, uv, ap_color, osg_ViewMatrixInverse); - fragColor = vec4(color, baseColor.a); + fragColor = vec4(color, base_color.a); }